using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

using log4net;

using MegavaniaX.Rendering;
using MegavaniaX.InputProcessor;
using MegavaniaX.Data.Hardcoded;
using MegavaniaX.World;
using MegavaniaX.Music;
using MegavaniaX.Sound;
using MegavaniaX.States;

namespace MegavaniaX
{
    /// <summary>
    /// The main MegavaniaX class.
    /// </summary>
    public class MegavaniaX : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        StateStack stateStack;

        public static ILog logger;

        public MegavaniaX()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 768;
            graphics.PreferredBackBufferHeight = 768;
            SetupLog4Net();
            Content.RootDirectory = "Content";
            stateStack = new StateStack();            
        }

        private void SetupLog4Net()
        {
            using (var fstream = new System.IO.FileStream("log4netconfig.xml", System.IO.FileMode.Open))
            {
                log4net.Config.XmlConfigurator.Configure(fstream);
                logger = LogManager.GetLogger(typeof(MegavaniaX));
            }
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            SoundManager.Init(Content);
            
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Initialize all hardcoded assets.
            HardcodedAssets.InitializeAssets(Content);
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            stateStack.AddState(new MainGameState(Content));

        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            stateStack.CurrentState().Update(gameTime);

           

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
            GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;

            stateStack.CurrentState().Render(spriteBatch);

            spriteBatch.End();

            base.Draw(gameTime);
        }

        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                SoundManager.DisposeAll();
            }
            base.Dispose(disposing);
        }
    }
}
